Files
Seele/src/Engine/Asset/AssetRegistry.h
T
2021-04-25 23:43:40 +02:00

61 lines
2.1 KiB
C++

#pragma once
#include "MinimalEngine.h"
#include "Asset.h"
#include <string>
#include <map>
namespace Seele
{
DECLARE_REF(TextureLoader)
DECLARE_REF(MeshLoader)
DECLARE_REF(MaterialLoader)
DECLARE_REF(TextureAsset)
DECLARE_REF(MeshAsset)
DECLARE_REF(MaterialAsset)
DECLARE_NAME_REF(Gfx, Graphics)
class AssetRegistry
{
public:
~AssetRegistry();
static void init(const std::string& rootFolder);
static std::string getRootFolder();
static void importFile(const std::string& filePath);
static PMeshAsset findMesh(const std::string& filePath);
static PTextureAsset findTexture(const std::string& filePath);
static PMaterialAsset findMaterial(const std::string& filePath);
static std::ofstream createWriteStream(const std::string& relativePath, std::ios_base::openmode openmode = std::ios::out);
static std::ifstream createReadStream(const std::string& relativePath, std::ios_base::openmode openmode = std::ios::in);
private:
static AssetRegistry& get();
AssetRegistry();
void init(const std::filesystem::path& rootFolder, Gfx::PGraphics graphics);
void importMesh(const std::filesystem::path& filePath);
void importTexture(const std::filesystem::path& filePath);
void importMaterial(const std::filesystem::path& filePath);
void registerMesh(PMeshAsset mesh);
void registerTexture(PTextureAsset texture);
void registerMaterial(PMaterialAsset material);
std::ofstream internalCreateWriteStream(const std::string& relativePath, std::ios_base::openmode openmode = std::ios::out);
std::ifstream internalCreateReadStream(const std::string& relaitvePath, std::ios_base::openmode openmode = std::ios::in);
std::filesystem::path rootFolder;
//Todo: Seele::Map doesn't really work with strings for some reason, so just use std::map for now
std::map<std::string, PTextureAsset> textures;
std::map<std::string, PMeshAsset> meshes;
std::map<std::string, PMaterialAsset> materials;
UPTextureLoader textureLoader;
UPMeshLoader meshLoader;
UPMaterialLoader materialLoader;
friend class TextureLoader;
friend class MaterialLoader;
friend class MeshLoader;
};
}